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"1PG the best place on 'tinternet' as they say in Yorkshire"
-
Jay K (JK777)

My most memorable victory in BatHotH involved the dog and the dynamite.

The traitor had trapped myself and the other players in the basement and was using the revolver to keep us out of the mystic elevator which was our only escape route.

We were all pretty low on stats and a successful shot would have killed us. I don't remember what the exact scenario was but time was running out for us.

Not able to directly approach him without getting killed, We gave the dog the dynamite and sent him into the elevator. The resulting explosion killed the traitor and sadly the dog, but we were able to get to the elevator in time and escape.

Instead of attacking, you can throw the Dynamite through a door into an adjacent room. Each explorer and monster with Might and Speed traits in that room must attempt a Speed roll:

5+ Take no damage.0-4: Take 4 points of physical damage. (or suffer the normal effects of being defeated with a Might attack)

Discard this item after you use it."

Wording on Dog

Quote:

"Take a small monster token to represent the Dog. Put it in your room. (Use a token of a different color from other monsters, if any.)

Once during your turn, the Dog can move to any explored room up to 6 spaces away, using doors and stairs, and then return. It can pick up, carry, and/or drop 1 item before it returns.

The Dog isn't slowed by opponents. It can't use one-way passages or rooms that require a roll. It can't carry items that slow movement."

The Dog cannot attack, therefore cannot use the Dynamite. You cannot 'attack' then send the Dog on a suicide mission. The Dog would simply drop the stick of dynamite at the feet of the monster or traitor, unlit and able to be picked up by the traitor if they wished to.

If you choose to do so, that is your gaming groups prerogative, but isn't in the rules.